You can make brightly lit and colorful cave systems. The fantasy setting gives Zelda a lot of leeway in terms of realism. They can just fill the caves with glowing crystals and stuff.
True, but I'd also like to see the return of the classic lamp.You can make brightly lit and colorful cave systems. The fantasy setting gives Zelda a lot of leeway in terms of realism. They can just fill the caves with glowing crystals and stuff.
This could potentially also make underground battles challenging - because Link couldn't use his shield.
Underwater and proper boat sailing were both missed in BotW. I would love to see physics based water/mud/lava flows too. If they were physics based it might mean streams could be redirected thus flooding certain areas and draining others. It could be an amazing dynamic. Imagine flooding a bokoblin camp with lava, or draining a pond to collect fish, or draining a fortress moat. Digging and terrain deformation could be cool too, but maybe only in certain soft soils.I see a lot of underground talk lately, but I keep coming back to the thought that the DLC was so ambitious for BotW that they shifted some of it to the sequel. So I'm thinking what could they thought of that could work in the context of BotW. This makes me think underwater is one aspect we will see introduced. I'm not sure if it'll be a rune or an outfit ability, but that seems like a logical way they can make the map new.
That very well could be, but this is Nintendo, and they are typically very much about having gameplay dictate design, and then developing plot around that gameplay concept. So for that reason, I see it as more likely that they altered Zelda's design to accommodate a gameplay function than for a narrative reason. For example, the main reason why Link isn't green by default in Breath of the Wild is that it doesn't contrast well against the green fields you'll spend most of the game in, and green is notably absent from most of the available outfits (aside from amiibo bonus outfits and the end game reward outfit). And you could be totally right, but its my suspicion that Zelda's hair is a pretty significant detail.The hair thing is probably completely about character development - Zelda is now free to be the scientist and adventurer that she wanted to be, and free to dress and style herself in a practical way.
possibly, but Nintendo is all about justifying aesthetic decisions. typically function comes before fashionThe hair thing is probably completely about character development - Zelda is now free to be the scientist and adventurer that she wanted to be, and free to dress and style herself in a practical way.
Zelda's hair being short could be nothing more than an indication that she'll be an in-game asset this time around, rather than strictly relegated to cutscenes, as she was in BotW.That very well could be, but this is Nintendo, and they are typically very much about having gameplay dictate design, and then developing plot around that gameplay concept. So for that reason, I see it as more likely that they altered Zelda's design to accommodate a gameplay function than for a narrative reason. For example, the main reason why Link isn't green by default in Breath of the Wild is that it doesn't contrast well against the green fields you'll spend most of the game in, and green is notably absent from most of the available outfits (aside from amiibo bonus outfits and the end game reward outfit). And you could be totally right, but its my suspicion that Zelda's hair is a pretty significant detail.
For me personally, I'd like to think that, just as BotW was focused on delivering an experience similar to the original LoZ's Overworld, BotW 2 will focus on delivering an experience similar to LoZ's Underworld. But I wouldn't at all be surprised if the trailer is really just the first 30 minutes and everything after that is different.Gotta love how we're pretty dead set on this underground idea because it's all we have seen so far. For what we know it might just be a little cavity that is half-barred off after the intro because the castle takes off.
In fact, what if there is no underground but instead there's a huge cylindrical structure attached underneath Hyrule castle, and the castle is lifted like a pillar into the sky, becoming Ganon's Tower?
I think we might see that rather than an underground cave network.
I wouldn't be at all surprised if the opening sequence ends with Hyrule Castle lifting up in the air with Ganon and Zelda both still in it, and Link tumbling to the ground and having to spend the entire game getting back up there. In fact, knowing Nintendo, I'm actually kinda expecting it.Or it was wrongly marketed in that sense and in actuality it's a setup for Zelda to get captured in the top of Ganon's Tower.
We'll just have to wait and see.
What's the second art from? Fanmade? That looks beautiful.Alright, I am baselessly certain that you will receive Loftwings towards the endgame to fly to a floating Hyrule Castle to face Ganondorf.
Also I really hope there's a way to play in a pre-calamity or either partially rebuilt Hyrule.
It's from a cutscene from the Champions Ballad DLC:
Alright, I am baselessly certain that you will receive Loftwings towards the endgame to fly to a floating Hyrule Castle to face Ganondorf.
Also I really hope there's a way to play in a pre-calamity or either partially rebuilt Hyrule.
Gerudo Town was probably the most Clock Town place in BotW. But it needs the time mechanic and not just generic day/night.If BOTW2 gives me a rebuilt Hyrule Castle Town with the depth of Clock Town I will die happy.
Alright, I am baselessly certain that you will receive Loftwings towards the endgame to fly to a floating Hyrule Castle to face Ganondorf.
Also I really hope there's a way to play in a pre-calamity or either partially rebuilt Hyrule.
I'd like to see this as well, as the main optional quest in the sequel. Something like Tarry Town on a far larger scale, or the Colony 6 restoration from Xenoblade. Then again I'm thinking the sequel might have a slightly more standard progression curve than Breath of the Wild, and something like restoring Hyrule Castle town to get the infrastructure in place to chase Ganon into the sky of where ever the castle goes could accomplish that.I desperately hope BotW 2 has a major, game-long subquest of restoring Hyrule to its former glory. Being able to freely run around a setting like a rebuilt Hyrule Castle Town, not to mention a fully operational Hyrule Castle, is one of the few remaining experiences I still yearn to enjoy in a Zelda game. This is something I desire as much as others seem to desire a playable Zelda. But I've basically given up on Nintendo ever providing me with that experience. I don't think offering a "free" and full Hyrule jives with their vision for the LoZ series. The Champions' Ballad was such a tease.
It still pains my heart to have to walk past all those mounds of rubble and ruin in BotW. The framework is there; oh, how I wish Nintendo would build on it.
Have the incentive to progress be to rebuild this city or military base or something and then for the climax have it take to the skies for a huge floating Hyrule Castle vs. floating city battleI'd like to see this as well, as the main optional quest in the sequel. Something like Tarry Town on a far larger scale, or the Colony 6 restoration from Xenoblade. Then again I'm thinking the sequel might have a slightly more standard progression curve than Breath of the Wild, and something like restoring Hyrule Castle town to get the infrastructure in place to chase Ganon into the sky of where ever the castle goes could accomplish that.
At least I didn't say space.Have the incentive to progress be to rebuild this city or military base or something and then for the climax have it take to the skies for a huge floating Hyrule Castle vs. floating city battle
Fuck it, we anime now
I think a lot of it has to do with the leftover concept art from BotW showing a floating landmass, which has gotten people to think that Nintendo is going back to some old ideas and trying again with them. They do this a lot, plus, Link's glowing arm from the trailer is in line with another piece of leftover concept art from BotW.I don't see Hyrule Castle floating in the sky...why is it being ignored that you can kind of see legs underneath the castle implying it could be walking away?
This made me go back and rewatch the trailer. I don't really see the legs, but if it is legs, that might be awesome.I don't see Hyrule Castle floating in the sky...why is it being ignored that you can kind of see legs underneath the castle implying it could be walking away?
I've often wondered about the whole "cutting your hair symbolizes choice, freedom, and a big life change" concept, is this something that comes up a lot in Japanese history/culture? I've seen it several times before, but it's always been in Japanese video games (I think the first time I encountered it was in FF9).The hair thing is probably completely about character development - Zelda is now free to be the scientist and adventurer that she wanted to be, and free to dress and style herself in a practical way.
I've often wondered about the whole "cutting your hair symbolizes choice, freedom, and a big life change" concept, is this something that comes up a lot in Japanese history/culture? I've seen it several times before, but it's always been in Japanese video games (I think the first time I encountered it was in FF9).
I'm just wondering if there's some kind of context I'm missing, since I recall my reaction to the cutscene that plays in FF9 (which was a full FMV that seemed to make a BIG DEAL out of the hair-cutting, complete with a dramatic camera angle, emphasis on the action, etc.) was basically just "So... she cut her hair? So what?"
I don't have high hopes for greater variety in monsters. I just don't think Nintendo sees this as a serious problem. As function-oriented as Nintendo are, I believe they see the weapons as being the true source of combat variety in the game. To them, a Bokoblin with a club is functionally different than a Bokoblin with a spear, or a Bokoblin on horseback. I believe they consider each of these different instances of Bokoblins to be different types of enemies, whereas the player just sees endless waves of Bokoblins. And from what I've read, I can't remember anyone at Nintendo ever acknowledging the smaller enemy roster as something they're looking to change.I do think Nintendo listened to the fans requests, they have been hiring for dungeon designers after all, hinting that we might have some other stuff solved after all like the lack of variety of monsters.
I don't have high hopes for greater variety in monsters. I just don't think Nintendo sees this as a serious problem. As function-oriented as Nintendo are, I believe they see the weapons as being the true source of combat variety in the game. To them, a Bokoblin with a club is functionally different than a Bokoblin with a spear, or a Bokoblin on horseback. I believe they consider each of these different instances of Bokoblins to be different types of enemies, whereas the player just sees endless waves of Bokoblins. And from what I've read, I can't remember anyone at Nintendo ever acknowledging the smaller enemy roster as something they're looking to change.
Remember, Skyward Sword was criticized for its own lack of monster variety. BotW has even less. They've been going backwards in this area. This is one of those aspects of the game experience where Nintendo and the players see things very differently, I believe.
i'm just popping in to reiterate how much i want to see more of this game. I hope they give us a little glimpse with the next Direct.
It could work if the entire game was designed around 2 characters traveling together. Assuming Link and Zelda, they could have totally different roles in combat and in puzzles. Tricky to make a game like this that always works in 1 or in 2 player. BotW had an AI; Wolf Link. Really fun to run around with, but he only was in the overworld and only an assist in ground combat. A true 2p game would need an AI for 1 player that can fly and assist in puzzles. You wouldn't want Zelda waiting outside while Link completes a shrine. Everything would need to be designed with 2 characters in mind. But the only thing better than BotW would be BotW with a friend. They could also do an interesting relationship story to go with it.Just here to say: BotW2 should have multiplayer. It was the only convention from Zelda Wii U's original mission statement that was not broken. Aonuma previously stated he wants to break the convention that Zelda is a "play by yourself" game. If you're resisting optional CO-OP then I'm sorry but you're just being a Zelda Scrooge. A Tingle if you will.
It probably won't be.
I think I would rather see them incorporate dungeon enemies, since those are most definitely not in BotW.The monsters in BOTW are reboots of the monsters in the OG Zelda. Most of them are here! True classics. Up to the lynels.
They will probably look at Adventure of Link first for some new ennemies.
This would screw over the people who only played BotW on Wii U, though.An idea popped in my head today about BotW2 possibly using your BotW save file in some way. I haven't given it much thought, but as a direct sequel on the same map, I figure there is something that could be done. Maybe even just some bonus items at the start. It would be nice to acknowledge your specific journey in some way and truly feel like you are continuing it.
I think Player 2 would be far more likely to control a fairy or a cursor or something than an actual character, like the 3D Marios, which, except for 3D World (which had much more segmented stages as opposed to full "worlds"), have never had Mario and Luigi running together side-by-side.It could work if the entire game was designed around 2 characters traveling together. Assuming Link and Zelda, they could have totally different roles in combat and in puzzles. Tricky to make a game like this that always works in 1 or in 2 player. BotW had an AI; Wolf Link. Really fun to run around with, but he only was in the overworld and only an assist in ground combat. A true 2p game would need an AI for 1 player that can fly and assist in puzzles. You wouldn't want Zelda waiting outside while Link completes a shrine. Everything would need to be designed with 2 characters in mind. But the only thing better than BotW would be BotW with a friend. They could also do an interesting relationship story to go with it.
An idea popped in my head today about BotW2 possibly using your BotW save file in some way. I haven't given it much thought, but as a direct sequel on the same map, I figure there is something that could be done. Maybe even just some bonus items at the start. It would be nice to acknowledge your specific journey in some way and truly feel like you are continuing it.
To be fair we don't know, but to conclude that it is based on that one vague comment by Aonuma is not the way to go either.omg again with this?! it is set in the same world, not in the same map!
I'm curious if we'll still see Guardians return. Trailer gave off the impression much of that Sheikah stuff was gone. No Shrines or Towers and the focus is probably going to be on the Zonai . So at the very least they need to come up with some new main enemy types for us to battle. Failure to really add a healthy dose of new enemy types and variations after nearly 4 years would be quite underwhelming. BotW's enemies were by no means bad, but after 100+ hours it would be quite disappointing if that's what we'll pretty much be facing again for the next 100+ hours.
omg again with this?! it is set in the same world, not in the same map!
Imma need a source on all this even though I know you don't have one.Yeah, seems towns are gone too. Just underground caves.
It's going to be the same map, but with variations. Just like A Link Between Worlds used the same map, but with variations.
Where are you guys getting this from? It may well turn out to be true but right now it's certainly not as confirmed as these post suggest.